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Old 03-26-2015, 07:32 PM   #31
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The night fades, and the next day, Alzar is called in to select his choice for his dominion. He speaks with King Ericall and discusses the place he’d be interested in first choice. Due to its strategic importance, Alzar would like the small bit of land on the far side of the Ljallenvals Mountains, a small chain on the east coast of the Great Bay, on the northern end. Ideally, Alzar would like to expand to the small mountainous islands in the center (Bergholm Isle) and from there south to the small strip on the coast by the northeastern edge, past the mountains Eagles’ Barrier.

This is a strategically vital part of Norwold, because a holding and fortress here could make it very difficult for anyone from entering the Great Bay from the Alphatian Sea. The lands are currently wilderness and Alzar suspects there are some valuable, untapped resources in the hex beside the Ljallenvals Mtns. The area in the north-eastern part is forested. The Ljallenvals are supposedly inhabited by many frost creatures and evil humanoids of the nasty persuasion.

Unfortunately, the next day the King mentions that three places that people wanted are up for contention, and Alzar chose the same place as Fergus. Alzar and Fergus will need to joust to solve this issue.

Two days later, the first of the competitions between people is up in the morning, and Alzar vs Fergus is the afternoon. In the morning, a special guest arrives, King Yarvik the Just, ruler of Oceansend to join th local festivities and a huge Court of Honor is held and then the jousting begins.

We use the rules for jousting in the battle:

Enemy and Alzar each use non-magical lance, plate armor, shield that are given by local troops, and therefore made sure are non-magical and not able to be used to cheat.

Alzar gets -2 to attack because he can’t use a lance. Here are the numbers needed –

Alzar, level 8 fighter, needs a 10 to hit AC 2.
Fergus, level 15 fighter, needs a 4 to hit AC2.

Here we go…

Alzar and Fergus both mount up. They gallop at each other and…Alzar rolls and 13 and Fergus a 6, both hit. When both hit, rather than just one, you save vs wands to see if someone is knocked off.

Alzar needs a 5 or higher as a wizard to make his, and Fergus need s a 7 or higher to make his. Here we go…. 12 and 8, both make it. If both fail, or both make it, then roll saves again, until someone fails, and the other doesn’t… 7 and 19 – 5 and 4. Alzar wins the first pass.

The second pass sees Fergus roll a 14 and Alzar a 4. Alzar is unseated and each one is won one pass.

Final pass, here we go.

Alzar rolls…13 and Fergus…13 as well. Alzar and Fergus both hit…saves? Both fail 4 and 3. Then…9 and 9, both make it and…18 v 9; 19 v 16; 15 v 13; 14 v 7; 9 vs 20; 14 v 13; 17 v 5 -Alzar wins the final push.

Alzar has won 2-1, and he gets his first choice.

Just before the evening feast the final joust is held is and everyone has the final choices in.
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